NEWS

Initiative levels for secondary combatants?

  • 34 Replies
  • 8410 Views

Reaver

  • *
  • Prime Runner
  • *****
  • Posts: 6424
  • 60% alcohol 40% asshole...
« Reply #30 on: <11-02-15/2026:35> »
Keep in mind relying on drugs means you don't get the bonuses until the second CT.

Or you have to use them early... which can lead you to NOT being juiced up when you need it, or ODing from keeping juiced up waiting for the combat. Not to mention addiction and burn out.



Nothing is easy or free in SR. Everything has a price.
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Hobbes

  • *
  • Catalyst Demo Team
  • Prime Runner
  • ***
  • Posts: 3078
« Reply #31 on: <11-02-15/2212:03> »
Cram lasts 12 minus Body hours, not sure how you can miss with that kind of window.

If Jazz is your drug of choice, Blitz if it looks like it'll be a tough fight.  Pop Jazz on your last action if it looks like you'll need it. 

Kincaid

  • *
  • Freelancer
  • Prime Runner
  • ***
  • Posts: 2623
« Reply #32 on: <11-03-15/0927:55> »
Pre-popping Cram can make it tricky to be stealthy and/or smooth-talking during the infiltration part of a run.  On the other hand, it's great to distribute to gangers before they swarm a target.
Killing so many sacred cows, I'm banned from India.

Rift_0f_Bladz

  • *
  • Ace Runner
  • ****
  • Posts: 1045
  • Go big or DIE
« Reply #33 on: <11-03-15/0936:02> »
What? Don't want jittery people messing up the meet with the Johnson or shooting the guard your just observing?
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

kyoto kid

  • *
  • Omae
  • ***
  • Posts: 925
  • Bushido Cowgirl
« Reply #34 on: <11-04-15/2342:25> »
I find that 2d6 initiative dice, along with a base initative of at least 9 (ensuring that 2 passes always happens) is enough for a secondary combatant like the face or decker (assuming it isn't a combat decker).

For a Face character or other mundane, I will often just give them the Booster, for it's flat 1d6 for only 10k nuyen, since I usually don't have to have them min-maxed to fit as much 'ware into their body as possible.

The use of combat drugs can also be important.  If combat is likely, a dose of Cram can go a long way to making you more capable.  It lasts for a while too, so you don't need to use it that much.
That's what I did for my Face character but then got a slew of suggestions form the missions group  that I needed to have at least two levels of Synaptic Boosting and/or combat drugs.

Considering over 90,000 of her resources went to 'ware that assisted her her in her primary skill (Tailored Pheromones 3) and she had at least 60,000 devoted to fake IDs/licenses (important for her role) as well as  other implants like Muscle Toner to give her enough Agility so she actually could be somewhat effective with a gun, armour mods like SmartSkin Nanoware so if things went south she wouldn't go down after the first shot, boosting for Perception so she wasn't  caught off guard, and high fashion armour clothing to impress the Johnson that she meant biz,, that was not a possibility even with A level priorities. It also meant less for skills or attributes just to have enough resources to cover the all the 'ware.

I really miss the million nuyen [insert archetype here]. Crikey even 600,000 would be nice as most bioware (which is more Essence, thus Social Limit friendly) was not reduced in price since 3rd ED.
« Last Edit: <11-04-15/2350:49> by kyoto kid »
Forsaken daughter is watching you